﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "ShaderLearn/C_6_4_diffusePixleLevelMat"
{
	Properties
	{
		_Diffuse("Diffuse", Color) = (1, 1, 1, 1)
	}
	SubShader
	{
		Tags{ "LightMode" = "ForwardBase" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityLightingCommon.cginc"

			struct a2v
			{
				float4 vertex : POSITION;
				float4 normal : NORMAL;
			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
				fixed3 world_normal : TEXCOORD0;
			};

			fixed4 _Diffuse;

			v2f vert(a2v v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.world_normal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;
				fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);
				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(i.world_normal, worldLight));

				return fixed4(ambient + diffuse, 1.0);
			}
			ENDCG
		}
	}
}
